ZBrushCentral

Character Rigged and Sculpted - Eye alignment problem

I am trying to create an animated high rez character pipeline that I can use for future projects.

I have a lowpoly character that I have created and rigged in Max, I have exported an obj and sculpted and created a normal map in ZBrush for use in Max for my animated character. At the moment my character has no eyes in Max, but has eye sockets in zbrush which the normal map duplicates reasonably well in the max render.

Can anyone please help me, my question is, how can I recreate the eyes in my Max animation render when my Max model has such low rez that there are no eye sockets, so I have no way of situating and aligning them correctly.

Should I have creating eye sockets and added eyes to the rig on my low rez Max file before exporting the obj.

I have created eyes as subtools, but have not tried exporting them as obj’s yet, because I would like to use the eye setup I have created in max with the cornea seperate and an animated pupil.

I hope this post does’nt sound like I’m asking anyone how to model in Max, what I’m stuck on is that I know how to create an eye in zbrush and texture it and place it into my level 5 sub’d tool, and render a still image, but I can’t find any answers or info on how my zbrush tool can be used by exported a normal bump map back to Max for animation with a rig containing eyes.

Can any one tell me I’m asking a stupid question thats already been answered elswhere or maybe some other reply that might start my journey for an answer up again, because I have exhausted my ideas, except for the better planning at modelling stage I mentioned in the begining of my post.

I have tried many tuts and read every piece of info I can get my hands on to get to this stage.

First, I don’t understand your question very well. But I guess your origin base mesh from max does not have eye sockets, and after zbrush sculpt, the model has eye socket. So you don’t know how and where put on your model eyes, right ??

Maybe you can try export the model at 1 or 2 subdivision level, and go back max importing it to reposition eye ball.

Hope it’s useful.

Thanks Super you asked my question much better than me, yes you are right, I will try that, thankyou for your suggestion.